22,418 Commits over 1,614 Days - 0.58cph!
Dedicated server console shows a header with some useful performance stats on it
https://files.facepunch.com/tony/1b1011b1/WindowsTerminal_sjBEArBU4F.png
Has an annoying issue, because we're writing to lines, if a new line gets written it'll duplicate the overlay to out of viewrows
Refactor (inspired by Rust, thank you), Clear status bar before writing log messages, then render the status bar, stops polluting previous logs, and we can render it at the bottom (https://files.facepunch.com/tony/1b1111b1/WindowsTerminal_we0QXNzuT7.png)
We don't really need this
Start the networking thread
Fix SceneRenderingWidget not calling Scene.PreCameraRender when rendering with camera component
Don't draw gizmos for components that have ComponentFlags.Hidden
Clear all processors when deserializing mixer otherwise DSP's will hang around forever and we'll quickly run out of slots
Remove ToolsWireframe from fur.shader
Do the same for trigger listeners
We don't really need this
Invoke collision listeners starting from physicsbody gameobject owner, propagating down to descendants
Remove collision listener invoking from player controller
Refactor (inspired by Rust, thank you), Clear status bar before writing log messages, then render the status bar, stops polluting previous logs, and we can render it at the bottom (https://files.facepunch.com/tony/1b1111b1/WindowsTerminal_we0QXNzuT7.png)
Only print Building network files if we're building them
Add SBDM dedicated server launch option
Clean server startup, move command line convar setting logic
Make IRenderDevice.IsEmptyAPI const
Move network thread to Networking class, prevent crash on dedicated server close
Fix Game.Load not working because old game didn't close in time
Use [IconName] for DirectoryEntry.FolderMetadata.Icon
Some cleaning up
https://files.facepunch.com/ziks/2025-01-10/sTIPPg7QpQ.mp4
Dedicated server console shows a header with some useful performance stats on it
https://files.facepunch.com/tony/1b1011b1/WindowsTerminal_sjBEArBU4F.png
Has an annoying issue, because we're writing to lines, if a new line gets written it'll duplicate the overlay to out of viewrows
Can edit action properties from component sheets
WIP show action properties in AG editor, can drag into graph
Another angle at action graph properties
Menu for adding properties
Some restructuring / simplification
Can get / set action graph properties
Rewrite to just use a Dictionary<string, object> internally
Add referenced resources in the Scene to the vmap. Fixes Facepunch/sbox-issues#6839
Clean up ParticleFloat parsing
Fix gradient error
Close Dropdown Popups automatically when the parent Panel is hidden. Resolves Facepunch/sbox-issues#6893
Make the Server Browser a bit neater and added a header row.
https://files.facepunch.com/CarsonKompon/2025/January/10_14-14-BleakAfricanclawedfrog.png
Gradient editor: add buttons to select next/previous point without pixel picking faff
Gradient editor: clear point selection when whole gradient changes, make reverse work properly aha
Gradient editor: Tweak point drawing for better legibility
Clamp point location to 0-1 when adding to gradient
ParticleConeEmitter - use ParticleFloats, emit within the base of the cone, add Velocityrandom, CenterBias, CenterBiasBelocity, VelocityMultiplier
Can now Rename folders from the Asset Browser. Resolves Facepunch/sbox-issues#7351
Gradient editor: add shortcuts to reverse, distribute points evenly, clear to white
Add presets to gradient editor, ux improvements
https://files.facepunch.com/solw/2025/January/10_14-37-SolidUintagroundsquirrel.png
Prevent gradient editor colour points having alpha value
Support photoshop-style sampling of gradient color under cursor
https://files.facepunch.com/solw/2025/January/10_15-21-RemorsefulAsianlion.png
Fix being able to create new gradient point with a negative location
Add context menu to GradientControlWidget
Move process of parsing command line switches on boot and setting ConVars and ConCmds from them from native to managed. Control when they are set / run ourselves, we'll do it in Bootstrap.Init.
Leotard Female Human version + female human _REF file
Add PlayerController.AccelerationTime , DeaccelerationTime
Added "Create Objects at Origin" to Editor Preferences
Move Widget Debugger and Input Debugger to the "Debug" menu instead of "Help"
Added ColorPicker.HasAlpha and [ColorUsage] attribute. Attribute allows you to specify whether or not a Color has Alpha or HDR options in the color picker.
Make ColorControlWidget support Color32
Fix Right Click -> Copy/Paste between Color and Color32 Properties
Make ColorControlWidget support ColorHsv. Add ColorHsv to TypeLibrary.
Open Color Popup on the correct initial color for Color32 and ColorHsv. Use FloatControlWidget for ColorHsv.
Call VfxRemoveUnnecessaryEntriesFromVariableIndexArrays after ComputeVariablesUsedInStaticCombo - Should fix some variables getting removed when they're still used
Reduce playercontroller animator leaning a bit
Add Game.Load( gameident ), client reconnect
Update Facepunch.ActionGraphs to 1.9
* Fix graph compilation times
* Compiled graphs avoid allocations where possible
* Compiled graph performance is now much closer to C#
* Cleaner node definition API
* Groundwork for new features #1667
* Fixes #1756
Clean up game object / component reference structs
Serialize ParticleFloat manually, so we can read as a constant float
ParticleEmitter.Rate is a ParticleFloat, allowing curve/time based emission rates
LobbyConfig.HideInServerList would let you hide a lobby from appearing in any server lists in s&box but still queryable with QueryLobbies
Add DebugOverlaySystem.ScreenText
Fix fbx import crash, face set doesn't exist in mesh?
DepthNormalPrepassLayer stub, DepthNormal shader class consumes from S_MODE_DEPTH
Spritecard tries to sample lightmaps from vertex shader which isnt what we want, remove dynamic combo rules for lightmaps
Build shaders with bindless lightmaps
Final adjustments, vertex shaders still use lightmapping combo, take out rest of lightingTerms.vDBG_BakedLighting
Bindless Lightmaps use cbuffer directly for indices instead of setting texture parameters, lightmapping conditionals use constants instead of combos now
Bindless Light Probe Volumes
Actually bind bindless lightmaps
Remove baked lighting ToolsVis, they're nigh useless for us now, the one we actually use is a near duplicate of Diffuse toolsvis
Remove all references to lightmapping combos, they're still available on vertex shader for lightmapping uv input though, PS stubs it out on specialization
Start bindless lightmaps & light probe volume
Fix possible NRE in Texture.TryToLoad
Shoes .clothing files adjustments
Don't spam warnings for unsupported drop objects, just ignore the action https://files.facepunch.com/layla/1b0911b1/sbox-dev_ZHw0ss4q4P.mp4
Allow line renderer to have lighting, same as particles https://files.facepunch.com/layla/1b0911b1/sbox-dev_EOUiaThKg1.mp4
Make additive particles blend correctly in fog too https://files.facepunch.com/layla/1b0911b1/sbox-dev_zrmiRJG1pg.mp4
Expose Parallel.For by wrapping it in Sandbox.Utility